Automatically include dependencies or always include complete assets instead of just the exact referenced objects.

targetPlatform

The platform to build the bundle for.

crc

The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.

Description

Builds an asset bundle.

Creates a compressed unity3d file that contains a collection of assets. AssetBundles can contain any asset found in the project folder. This lets you stream resource data of any type, fully setup prefabs, textures, meshes, animations, any type of asset shown in the project window.
All paths are relative to the project folder. Like: "Assets / MyTextures / hello.png".

Note that asset bundles built for standalone or webplayer targets cannot be loaded by
applications built for mobile platforms and vice versa. Furthermore, bundles are not
compatible between iOS and Android platforms.

The function returns a boolean value which is true if the build succeeded and false otherwise.

// C# Example
// Builds an asset bundle from the selected objects in the project view.
// Once compiled go to "Menu" -> "Assets" and select one of the choices
// to build the Asset Bundle
using UnityEngine;
using UnityEditor;